/*
 *	Copyright (C) 2008 - Mauricio Bieze Stefani
 *	This file is part of the Insano Game Engine.
 *
 *	Insano is free software: you can redistribute it and/or modify
 *	it under the terms of the GNU General Public License as published by
 *	the Free Software Foundation, either version 3 of the License, or
 *	(at your option) any later version.
 *
 *	Insano is distributed in the hope that it will be useful,
 *	but WITHOUT ANY WARRANTY; without even the implied warranty of
 *	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *	GNU General Public License for more details.
 *
 *	You should have received a copy of the GNU General Public License
 *	along with Insano.  If not, see <http://www.gnu.org/licenses/>.
 */

#include "Camera.h"

using namespace irr;
using namespace core;

int Camera::updatePosition()
{
	//TODO: handle possible NULL parent
	core::vector3df d = parent->getRotation();	//DEGs
	float diry = d.Y * DEGTORAD;				//pre-convert to RAD
	core::vector3df c = parent->getPosition();
	c += translate;

	float projDistanciaCamXZ = distance * cos(pitch*DEGTORAD);
	float xf = (c.X-sin(diry+(yaw*DEGTORAD))*projDistanciaCamXZ);
	float yf =  c.Y + distance * sin(pitch*DEGTORAD);
	float zf = (c.Z-cos(diry+(yaw*DEGTORAD))*projDistanciaCamXZ);

	line3d<f32> line;
	line.start = c;					//me.position
	line.end = vector3df(xf,yf,zf); //calculated cam position
	vector3df intersection;
	triangle3df tri;

//	if (smgr->getSceneCollisionManager()->getCollisionPoint(line, selector, intersection, tri))
//	{
		//TODO: fix wall trespassing
//		node->setPosition(intersection);
//	}
//	else
		node->setPosition(vector3df(xf,yf,zf));

	node->setTarget(c);
	return 0;
}
